More actions
The most important interaction is the attack interaction, which is used whenever a weapon, body part, or missile would come into contact with a target. The attacker first makes an attack roll (1d20) against the target's armor class (AC). If the attacker is proficient with the ability they are using, they add their proficiency bonus (P) to the roll. If this roll is equal to or greater than the target's AC (typically 10 + AV), the attack hits. If the roll is less than the target's AC, the attack misses. A natural 20 on the die is always a hit, and a natural 1 is always a miss. The consequence of a hit is described in the "On hit" section of the ability that's used.
If the hit is from a natural 20, then the attack is a critical hit and the effect of the ability "goes critical". If this changes anything about the effect, then it's described in the ability's "On critical hit" section. Any creature that is up may choose to be hit by an attack, even if the attack would normally miss. This is called "Taking the hit". They cannot choose to take a critical hit.
Shields have special rules regarding if a creature can attack.
- Buckler Shields
- Any type of item can be held in an arm with a buckler shield. But only small items in this hand can be used to attack or block.
- Large Shields
- Any type of item can be held in an arm with a large shield. But no item in this hand can be used to attack or block.
- Tower Shields
- Only small items can be held in an arm with a tower shield. No item in this hand can be used to attack or block.
Multiple Attacks
Attacks are always associated with a hand. This could be the hand that uses a weapon, that casts a spell, or that performs an unarmed strike. The first attack you make with a given hand has no penalty to hit. Each subsequent attack you make with that hand in the same turn incurs a cumulative -3 attack penalty to hit. Your attack penalty resets to 0 at the end of your turn.
Pages in category "Attack skills"
The following 21 pages are in this category, out of 21 total.